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Virtual Community and Online Game Players

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.

Original languageEnglish
Title of host publicationEncyclopedia of Networked and Virtual Organizations
PublisherIGI Global
Pages1757-1763
Number of pages7
ISBN (Electronic)9781599048864
ISBN (Print)9781599048857
DOIs
Publication statusPublished - 2008 Jan 1

All Science Journal Classification (ASJC) codes

  • General Economics,Econometrics and Finance
  • General Business,Management and Accounting
  • General Engineering

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